How do I get Sams1 to move between rooms when you make an adventure?
Is it done in LUA? I have the Sams1 dynamic object in one room and another room connected by a Sams1 door. Currently when he carries Asimov through, only Asimov comes out on the other side.

Edit:
Ahh... If you have a sams1 in each room it works.. sort of.. sams1 kind of glides around without animation. I assume that initstate needs to be set to some particular setting like 'carrying'. How can I get this working?

I would like to have Asimov go through the room without sams1, then find sams1 in another room and backtrack through that room... is there a way of hiding sams1 the first time through?

Well it looks like I have it set up similar to how its done in mrrobot.000. Thanks for the LUA, Haven't tried it yet, but it sounds good.

When I go into the new room on Samson, We pop out the other side but Samson has no animation, he just glides around. I press shift and Asimov jumps off. Asimov cannot get back on him. If I reset the room, Samson disappears (it shows his shadow for a split second, then its gone).

I think the problem was that I had Samson too close to the door. After moving Samson away from the door in the editor it worked fine.

I thought you could put Samson anywhere in the room (keeping in mind that this is one of the spots that Samson could revert to whenever Asimov resets or leaves the room) and he would snap to the door when Asimov rode in. It didn't occur to me that he could get in his own way.

- - -
W.r.t. to "new stuff" - one of the lacks would be that people don't get as much feedback (or encouragements,) for their effort into the community. Some of my thoughts run like this: if no one plays it, maybe I should post the work in progress and call it a day - at least a few cats will be able to witness the unfinished final puzzle. And also, I don't know if another could pick up an unfinished adventure where one left off - collaborative work would be useful.

I had some nifty code down for a multi-room puzzle - I was also going to try moving crates through doors and across rooms as well, but it is yet to leave the design stage. Being able to change the lighting of a couple of other rooms was nice though - I really enjoyed the workaround, which can be applied to a LOT more nifty puzzles.

...but then, if my level of "rewarded-ness" is measured by community response...? I don't know. If I get a set of feedback on whether people are actually getting through the problems earlier in the adventure - I'd know if their Asimovs will live to see the effort.

It is what separates the average coders-for-fun from indie developers.
/talk.

Oh... I was planning on making some adventures but I pretty much dont know anything about the editor. >.<
So I thought "Eh what the hell, i'll just sit back and play with the editor until Fost releases more editor documentation."
And im still waiting. ^^